T.W. “King Tiger” Battle Tank:

"Damn,"exclaimed Gretchen Rommel, the Commander of the King Tiger which
was now lost. The inertial navigation system on her tank had a glitch in
it and she had no idea where the other five tanks she was operated with
were at. She knew that she was certainly not living up to the last name
which she had chosen for herself. She knew that her Commanding Officer
would take her skin off in strips for this. It seemed he could do this
with just his voice. Well, still it would be better than what the enemy
wanted to do to her literally and the whole area was crawling with enemies.
She did not have anything particularly against Dee-Bees but the land was
for humans, not to be invaded by hordes of supernatural creatures which
half of them want to kill you.

She had lost the trail but thought she found the trail again. There
was several clear sets of tank tracks which she could follow. She kicked
her tank up to full speed in the hopes that she could catch up with her
platoon.

Suddenly, she had a sense of danger. She reactive instinctively and
activated the tank’s impervious to energy enchantment although she did
not know if would do any good. Multiple plasma explosions had burst over
the tank. She could see four tanks now under cover in the woods. Two of
them appeared to be Russian T-255 while two others appeared to be ancient
T-80 tanks. Plasma rounds could be devastating but the impervious to energy
enchantment had protected her tank.

She knew she had to conserve most of her missiles for later combat so
she could not just let missiles fly. Besides, those Russian tanks had missile
jammers which might cause many of her missiles to miss. Her tank had a
full load of 85 mm rounds and they would not like being on the receiving
end. The T-80s being the weakest would be the best to take out first. He
gunner was already aiming at the turret of one of the old Russian tanks.
The load thunk of the rail gun firing propelled super strong alloy round
into the turret of the lead T-80. The armor held but just barely. She called
to the gunner to switch to the other two T-80 while she sprayed her machine
gun into the hole created by the rail gun round. It did not take much for
the pulse laser to claw the rest of the way through the armor and smoke
to start coming from the turret.

While the King Tiger's turret was traversing, the two T-255 tanks opened
fire with mini-missiles. She activated the magical chaff and flare cloud
but the missiles ignored it. The warheads were armor piercing and the missiles
knocked her shields flat as well as doing minor damage to the tank itself.
A round from the remaining T-80 tank inflicted more damage to the King
Tiger. A second later, her gunner fired a second 85 mm round and the turret
of the second T-80 tanks came flying upwards like a bottle cork under too
much pressure.

It was now only two against one with only moderate damage to her tank
and he driver managed to reactivated the force field protecting the tank.
She turned her pulse laser towards one of the remaining tanks and sprayed
at random at the two mini-missile launchers. The gunner of the tank she
was spraying chose not to fire any more missiles, apparently fearing that
the warheads would be detonated when launched. He instead chose to fire
a 152 mm round which the force field around the King Tiger was able to
absorb. The other tank fired four more mini-missiles but these were detonated
inside of the magical chaff and flare cloud.

The King Tiger's gunner decide to not worry about his payload of missiles
and fired eight mini-missiles on the T-255 which had fired missiles at
him. The eight missiles struck the front of the turret completely destroying
it. The tank could still have four medium range missiles in side mounted
launchers but the gunner and commander had probably died with the destruction
of the turret. Gretchen concentrated her pulse laser on one of the remaining
tank’s mini-missile launchers in a bid to destroy it. Both of the enemy
tanks, in a bid to destroy the King Tiger fired medium range missiles.
She fired four medium range missiles at the incoming missiles in an effort
to protect herself from the incoming missiles. Only one missile made it
though her missiles and luckily it way decoyed by her magically chaff and
flare system.

Her gunner fired another 85 mm round, this at the turret of the undamaged
T-255. Unfortunately, the round missed. Four more medium range missiles
streaked towards her tank from the two T-255 tanks. She again fired medium
range missiles to intercept them. This time, the enemy was luckier and
two missiles got by with only one detonating in her chaff and flare cloud.
The remaining missile again knocked her shields flat and her tank took
additional damage. Luckily, both tanks were at least out of medium range
missiles and the tanks only had one mini-missile launcher in working condition
between the two tanks.

Her gunner fired his 85 mm rail gun again, this time he hit the turret
of the T-255. While the turret still appeared operational, another good
hit might do it. Luck was with the abused King Tiger. This time, the Russian
tank fired another 152 mm round but missed. Her gunner fired an additional
85 mm rail gun round at the Russian tank, this time disabling the turret.
Well, it was time to get away while she could. She also knew that she was
lucky to be alive.

Background:

Techno-Wizards are an interesting and very creative group of individuals.
Some of them chose to create enchanted designs based on famous military
vehicles from history. While some prefer aircraft or naval vessels, others
prefer tanks and other armored vehicles. As might be expected, the inspiration
for many of these designs come from designs of World War One and Two. While
most Techno-Wizards in North America generally prefer American designs,
there are many designers in mainland Europe who prefer World War Two German
designs as a basis for their vehicles.

One of the most feared and famous tanks of World War Two was the King
Tiger Tank. It was incredibly heavily armed with a long barrel 88 mm cannon
and exceptionally heavily armored with over 7 inches of armor on the turret.
For the time they were built, they can only be considered super tanks.
Unfortunately, the tanks was very expensive to built and came into service
too late to change the end of the war. German fuel stocks were also virtually
non-existent so the tanks could not operate freely. It is only natural
that the King Tiger be used as a basis for a German Techno-Wizard design.

When the New German Republic developed an interest in North America,
they sent researchers and engineers to more than just Coalition Territories.
In fact, they sent personnel to all over North America. One of them, an
engineer named Roland Mohkenhoff, was sent to learn about techno-wizardry.
He had previously worked in a facility which refitted pre-Rifts Russian
/ Soviet tank designs. The New German Republic got more that they bargained
for when he decided to learn the skills of a techno-wizard. When he got
back to the New German Republic, he decided to see how techno-wizardry
could be integrated into German designs. He had looked at the American
Techno-Wizard tank designs and considered them to be horribly underpowered
and too lightly armed and armored. He could not use Triax facilities to
build his new design so he decided to leave the NGR and went to Poland
to use their factories to build his new design. Along the way, he gathered
a group of mercenaries who were interested in his designs and several techno-wizards
from North America came over to help him with his new designs as well.
The mercenary company became known as the "Prussian Liberation Force" and
work to get rid of Brodkil and other supernatural creatures in what was
Northern Poland. They have had some incredible successes and have rolled
back the supernatural creatures in several places. There are examples where
the King Tiger has managed to destroy two Russian T-255 tanks in battle.
Many of the crews have adopted a uniform similar to the German army uniform
from World War Two in the same fashion which several American Techno-Wizard
groups have adopted American uniforms from the same time period. While
the Techno-Wizard King Tiger shares the same name as the New German Republic
Tiger tank, it should be noted that the designs look nothing alike and
the King Tiger is outwardly almost a direct copy of the World War Two Tank.

When creating the Techno-Wizard King Tiger, designer Roland Mohkenhoff
wanted as powerful and effective cannon as he could work into the design.
He considered the 120 mm cannon carried on the American Techno-Wizard Sherman
to be completely inadequate for his heavy tank design. He first considered
the 140 mm tank carried on the Leopard III but it was too large to mount
on the design. He then considered the Annihilator Railgun from the Gun
Griffon and Skorpion robots as well as the 88 mm cannon carried on the
NGR Tiger Tank. While either cannon would work, he was concerned that severe
repercussions would come from the New German Republic and Triax. He also
did not know if he could get the plans or a working copy of the weapon.
Even if he could have, development time would increase due to the need
to set up equipment to construct the weapon. Instead, he chose to use the
Soviet 85 mm rail gun from the T-284 tank and HT-281 hover tank. While
less powerful than the Triax cannon designs, the cannon is still very powerful
and was already being manufactured by factories in both Germany and Poland
and was readily available. Like the Soviet designs, the cannon has an automatic
loading system and does not require a separate loader. He looked at a variety
of weapons for a coaxial mount including a variety of rail guns and the
Plasma Cannon carried on the T-284 tank. Eventually, the TX-43 Triax Light
Assault Laser Rifle was selected. The weapon was modified for extended
range and can fire controlled three round bursts or be fired in fully automatic
mode like a machine gun. Above the turret is mounted a cupola which the
commander of the tank has a secondary weapon. The weapon is a laser mount
similar to the coaxial mount with shorter range combined with an automatic
firing weapon which uses Triax pump rifle cartridges. This weapon is very
effective against targets which are impervious to energy weapons but are
too small a target for the main gun to engage. On either side of the rear
of the turret is a mini-missile launcher which retracts into the turret
and only extends when fired. Each launcher can fire four missiles at a
time and the tank has an automatic reload system with a total missile payload
of twenty-four mini-missiles. In the main body of the tank are two retractable
medium range missile launchers. They are mounted near the rear and like
the mini-missile launchers are almost concealed when fully retracted. Each
launcher can fire two missiles simultaneously and the weapon has four additional
missiles as reloads inside the tank for each launcher. For defense against
incoming missiles, the tank carried a Techno-Wizard “Fireworks” anti-missile
chaff/flare dispenser on either side of the turret. Enchantments protect
the tank against energy weapons and does not require prismatic aerosol
generators like most purely technological tanks.

The armor of the King Tiger is substantially heavier than the armor
on the American Techno-Wizard Sherman and is also protected by a force
field. When the force field and armor are considered together, the King
Tiger is about as tough as the New German Republic Tiger and is one of
the toughest tanks ever built. Since the armor is made from advanced composites,
the Techno-Wizard tank is actually lighter than the original King Tiger
even though it is virtually exactly the same size. Power is provided by
a powerful fusion reactor located in the back of the tank. The fusion reactor
and transmission are both smaller than in the World War Two King Tiger
Tank and part of the space freed up is used for the medium range missile
launchers mounted beside the engine. While improved, speed of the tank
is a bit slow compared to most tank designs with a top speed of 80 kph
on roads and 65 kph off-road. The King Tiger can also operate underwater
and has full life support to allow it to traverse rivers and lakes. Electronics
are fully up to Triax standards and are purchased directly from the company.
Additionally, the tank carries magical "See the invisible optics." Instead
of a crew of five like the original, the Techno-Wizard King Tiger only
has a crew of three. The tank has a driver, commander, and gunner. The
tank does not have space for additional passengers but is fairly roomy
and comfortable.

Based on the new enchantments of the Panther tank, a Mark Two version
of the King Tiger has been developed. New King Tiger tanks are built to
the Mark Two standards and an upgrade is available for old tanks as well.
Enchantments include both the horror aura around the tank itself and dimensional
pockets to store additional ammunition. The dimensional pockets increase
the ammo carried on the King Tiger by around double and have an unlimited
durations. Otherwise, the Mark Two version of the King Tiger is unmodified.

Notes:[1] Depleting the M.D.C. of a tread will immobilize the tank until
it is replaced. Replacing a tread will take 1D6x10 minutes by a trained
crew (2 replacements are carried on board) or three times as long by the
inexperienced. Changing the tread is only advisable when the vehicle is
not under attack.
[2] These are small and difficult targets to strike, requiring the
attacker to make a “called shot,” but even then the attacker is -4 to strike.
[3] Once the missiles have been expended, or in an emergency, before
they have been fully expended, the launcher can be ejected from the tank.
Though disposable, they do not have to be disposed, and can be re-used
indefinitely.
[4] If all the M.D.C. of the main body is depleted, the vehicle is
completely shut down and unsalvageable, but crew may survive in their reinforced
compartments.

Speed:Ground: Cruising speed on land is 49.7 mph (80 kph) on roads
and 40.4 mph (65 kph) off road maximum. The vehicle is designed to traverse
virtually all terrain and can climb at up to a 60% grade although at a
much slower speed (About 10% of maximum road speed). It can also climb
barriers and ford trenches. The vehicle can also handle side slopes of
up to 30%.
Underwater: Buttoned up, it can travel under water at 15.5 mph
(25 kph).
Maximum Range: Effectively Unlimited (Nuclear Fusion power supply
with 20 year duration) Armored Vehicle carries about three weeks worth
of emergency supplies onboard.

High Velocity 85-mm Heavy Rail Gun (1): A powerful rail gun
mounted on the right side of the pulse laser cannon mount on the main turret.
The weapon is normally used against tanks and heavy armor. This rail gun
normally fires a solid dart of ultra dense high strength materials that does massive damage to
targets that it hits but can also use explosive warheads. The barrel can
angle 45 degrees up and down and the turret has a 360 degree rotation.
The weapon system is also gyro-stabilized and has an advanced fire control
computer.
Maximum Effective Range: Direct fire range is 11,500 feet (3,500
meters) and can fire indirectly out to 41,000 feet (12,500 meters).
Mega Damage: A single round inflicts 3D6x10+20 (optional rule
is that cannon gets a critical on a natural 18, 19, or 20 due to its high
penetration). Can use High Explosive rounds that do 1D4x10 with a blast
radius of 20 feet (6.1 meters). High Explosive Anti Tank does 1D6x10+10
with a blast radius of 10 feet (3.05 meters)
Rate of Fire:Maximum of four per melee.
Payload: Mk I: 120 rounds (smaller and require no propellent)
Mk II: 240 rounds (Dimensional Pocket)
Bonuses: Has a special fire control computer that helps to aim
the cannon. Gives +2 to strike with rail gun and vehicle does not have
minuses to fire when tank is moving.

Co-axial Automatic Laser Weapon: Mounted beside the 85 mm
rail gun and used against targets which the main gun is considered to heavy
to engage. Modified version of the TX-43 laser rifle sometimes used by
troops as a combat weapon except modified for a greater rate of fire, extended
range, and the ability to fire three round bursts. Unlike the troop carried
version of the weapon, the laser weapon plugs directly into the Tank's
fusion power system and has virtually unlimited shots. While the pulse
laser can be fired with the main gun, it rarely is due to the difference
in range and the slightly angled trajectory of the 85 mm round compared
to the straight beam of the laser.
Maximum Effective Range: 4,000 feet (1,220 meters).
Mega Damage: 4D6 per single shot, 1D6x10+10 for a rapid fire
three shot burst, or use machine gun burst rules for higher burst setting.
Rate of Fire: Equal the gunner's number of hand to hand attacks
- Single Shot, Three Round Burst, and Extended Bursts (Use Machine Gun
burst rules).
Payload: Effectively Unlimited.

Commander Combination Weapon Mount: Combines an automatic
laser mount with a weapon which is fully automatic and fires the same rounds
as the Triax pump pistol and pump rifle. The secondary weapon acts in much
the same fashion as an automatic grenade launcher. The mount was designed
so that it can be controlled from within the turret so the commander would
not be exposed to hostile fire.
Automatic Laser Mount:

Modified version of the TX-43 laser rifle sometimes used by troops
as a combat weapon except modified for a greater rate of fire and the ability
to fire three round bursts. Unlike the troop carried version of the weapon,
the laser weapon plugs directly into the Tank's fusion power system and
has virtually unlimited shots.
Maximum Effective Range: 2000 feet (610 meters)
Mega Damage: 4D6 per single shot, 1D6x10+10 for a rapid fire
three shot burst, or use machine gun burst rules for higher burst setting.
Rate of Fire: Equal the commander's number of hand to hand attacks
- Single Shot, Three Round Burst, and Extended Bursts (Use Machine Gun
burst rules).
Payload: Effectively Unlimited.

Triax TX-160-T Pump Pistol Cartridge Automatic Rifle:

This weapon uses the same cartridge as the TX-5 and TX-16 but has the
added feature that it can various bursts including a three round burst.
Maximum Effective Range:1600 feet (488 meters)
Mega-Damage:4D6 per single shot and 1D6x10 for three
round burst, or use automatic weapon burst rules for higher burst setting.
Rate of Fire: Equal the commander's number of hand to hand attacks
- Single Shot, Three Round Burst, and Extended Bursts (Use automatic weapon
burst rules).
Payload:Mk I: Has a special belt with 2000 rounds. Mk
II: Has a special belt with 6000 rounds (Dimensional Pocket)

Medium Range Missile Launchers (2): Mounted in retractable
launchers on either side of the tank. The launchers only extend when about
to be fired and are virtually concealed when not in firing mode. Each launcher
has two ready to fire missiles. The launchers are reloaded from a magazine
by an automatic reload system within the tanks body.
Maximum Effective Range: Varies with medium range missile type;
Usually plasma or armor piercing are carried (See
revised
bomb and missile tables for details.)
Mega Damage: Varies with medium range missile type; Usually
plasma or armor piercing are carried (See
revised
bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time, or in volleys of two (2) or four (4) missiles.
Payload: Mk I: Four missiles in magazine for each launcher
plus two in each of the launchers. Mk II: Eight missiles in magazine for
each launcher plus two in each of the launchers (Missiles carried in a
dimensional pocket)

Turret Mounted Mini-missile Launcher (2): Mounted on the
sides of the tank’s turret are retractable mini missile launchers. The
launchers only extend when about to be fired and are virtually concealed
when not in firing mode. Each launcher has four ready to fire missiles.
These launchers are designed for rapid fire use to engage heavy tanks and
giant robots. These weapons are designed to be able to destroy enemy vehicles
quickly. Smoke warheads are often carried for special purpose uses. Weapon
is mainly controlled by the tanks gunner but the pilot and commander also
have controls.
Maximum Effective Range: Varies with mini-missile type; Usually
armor piercing or fragmentation are carried (See
revised
bomb and missile tables for details.)
Mega Damage: Varies with mini-missile type; Usually armor piercing
or fragmentation are carried (See
revised
bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) missiles (4
per launcher).
Payload:Mk I: Each launcher carries 12 mini-missiles
for a total of 24 Mini-missiles. Mk II: Each launcher carries twenty-four (24) mini-missiles
for a total of 48 Mini-missiles (Missiles carried in a dimensional pocket)

“Fireworks” Anti-Missile Chaff/Flare Dispensers (2): The system
is mounted on either side of the tank behind the main cannon. In many ways
this system is similar to technological versions of the Chaff/Flare system.
When the system fires, it looks like fireworks firing. The anti-missile
system works by combining three spells. The three spells are Fire Bolt,
Apparition, and Telekinesis. The physical effects of the system are similar
to the Triax Anti-Missile chaff but instead of being reloaded, it is recharged
by spells.
Effect:

Also note that the chaff cloud will also blind flying monsters that
fly through cloud. They will suffer the following penalties: reduce melee
attacks/actions, combat bonuses, and speed by half.
Duration: 1D4 melee rounds.
Payload: 10 Uses before being recharged. Each launcher is recharged
by the spells Apparition (20 P.P.E.), Fire Bolt (7 P.P.E.), and Telekinesis
(8 P.P.E.).

Aura of Horror (Carried on Mk II Version Only): This enchanted
is similar to the spell of fear (Horror Factor 16) but surrounds the tank
and can be activated at will. A failed roll against horror factor will
mean that observers will run in fear from the tank, usually screaming in
terror. The crew is not effected by the spell.
Maximum Effective Range: 500 feet (152.4 meter) globe around
tank.
Mega-Damage: None but aura cause anyone within the area of effect
(does not affect the crew) who fails their horror factor roll (HF 16) will
run in fear. Does not effect the crew of the tank.
Rate of Fire: Can be activated at will
Payload: Effectively unlimited

Techno-Wizard Modifications: The King Tiger has the following
Techno-Wizard Modifications built into the tank. These require P.P.E. or
I.S.P. from the pilot or crew
Special Features:

Special Equipment:The Tank has all the standard features of a standard robot (including
long range communication, radar, and radar tracking) plus these special
features listed.

Magical “See the Invisible” Optics: The tank has special optical systems with
see the invisible on them. Same as spell and used at will. 2,000 feet (610
meters) range. Can see forces, objects, and creatures which can turn invisible,
or are invisible. Can also see vaporous beings and astral bodies.

Radio/ Video Communications: Long range, directional, has a range
of 500 miles (805 km) with short range directional radio of 5 miles (8.5
km).

Laser Targeting System: Range is 2 miles (3.2 km) and gives +1 to
strike with long range weapons.

Combat Computer/ Targeting Computer: Assist in the tracking of targets.

Radar: 50 miles (80.5 km), can identify 96 targets and track 48
as low as 500 feet (152.4 meters). Same as robot's Maxi-Radar.

Full Life Support: Protects pilots and hovercraft from heat and
radiation and gives a breathable atmosphere inside the hover tank for up
48 hours in vacuum and three weeks with scrubbers.

Spotlight: Range: 600 feet (182.9 meters)

Thermo-Imager: Range: 2,000 feet (609 meters). Finds the infrared
radiations of things that are warm. Also enables pilot to see in smoke,
shadows and darkness.

Nightvision Optics: Range: 2,000 feet (609 meters). Uses light amplification
to make a picture. Emits no light but will not work in absolute darkness.
System can be dazzled by sudden bright lights but does not physically blind
the pilot.